AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_swamplord_muselek Struct Reference
Inheritance diagram for boss_swamplord_muselek:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_swamplord_muselek (Creature *creature)
 
void Reset () override
 
void AttackStart (Unit *victim) override
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
bool CanShootVictim ()
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent. More...
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table. More...
 
void Talk (uint8 id, Milliseconds delay)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed. More...
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following: More...
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast. More...
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list. More...
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim. More...
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished. More...
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Private Attributes

ObjectGuid _markTarget
 
bool _canChase
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_swamplord_muselek()

boss_swamplord_muselek::boss_swamplord_muselek ( Creature creature)
inline
49 : BossAI(creature, DATA_MUSELEK)
50 {
52 {
54 });
55 }
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ DATA_MUSELEK
Definition: the_underbog.h:29
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:194
TaskScheduler scheduler
Definition: CreatureAI.h:76
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:457
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673

References Unit::HasUnitState(), ScriptedAI::me, CreatureAI::scheduler, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ AttackStart()

void boss_swamplord_muselek::AttackStart ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

64 {
65 if (victim && me->Attack(victim, true) && me->IsWithinMeleeRange(victim))
66 {
67 me->GetMotionMaster()->MoveChase(victim);
68 }
69 else
70 {
72 }
73 }
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:665
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10234
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition: MotionMaster.cpp:313
void MoveIdle()
Definition: MotionMaster.cpp:232

References Unit::Attack(), Unit::GetMotionMaster(), Unit::IsWithinMeleeRange(), ScriptedAI::me, MotionMaster::MoveChase(), and MotionMaster::MoveIdle().

◆ CanShootVictim()

bool boss_swamplord_muselek::CanShootVictim ( )
inline
87 {
88 Unit* victim = me->GetVictim();
89
90 if (!victim || !me->IsWithinLOSInMap(victim) || !me->IsWithinRange(victim, 30.f) || me->IsWithinRange(victim, 10.f))
91 {
92 _canChase = true;
93 return false;
94 }
95
96 return true;
97 }
bool IsWithinLOSInMap(WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
Definition: Object.cpp:1347
Definition: Unit.h:630
bool IsWithinRange(Unit const *obj, float dist) const
Definition: Unit.cpp:686
Unit * GetVictim() const
Definition: Unit.h:789
bool _canChase
Definition: boss_swamplord_muselek.cpp:184

References _canChase, Unit::GetVictim(), WorldObject::IsWithinLOSInMap(), Unit::IsWithinRange(), and ScriptedAI::me.

Referenced by JustEngagedWith().

◆ JustDied()

void boss_swamplord_muselek::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

76 {
77 _JustDied();
79 }
@ SAY_JUST_DIED
Definition: boss_swamplord_muselek.cpp:38
Talk
Definition: hyjal.cpp:82
void _JustDied()
Definition: ScriptedCreature.cpp:614

References BossAI::_JustDied(), and SAY_JUST_DIED.

◆ JustEngagedWith()

void boss_swamplord_muselek::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

100 {
103
104 scheduler.Schedule(3s, [this](TaskContext context)
105 {
106 if (CanShootVictim())
107 {
108 me->LoadEquipment(1, true);
111 me->StopMoving();
112 _canChase = false;
113 }
114 else if (_canChase)
115 {
117 }
118
119 context.Repeat();
120 }).Schedule(15s, 30s, [this](TaskContext context)
121 {
123 {
125 }
126
127 context.Repeat();
128 }).Schedule(10s, 15s, [this](TaskContext context)
129 {
131 context.Repeat(20s, 30s);
132 }).Schedule(30s, 40s, [this](TaskContext context)
133 {
134 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 40.0f, false, true))
135 {
136 _markTarget = target->GetGUID();
137 _canChase = false;
139
140 scheduler.Schedule(3s, [this, target](TaskContext)
141 {
142 if (target && me->GetVictim())
143 {
144 if (me->IsWithinMeleeRange(me->GetVictim()))
145 {
146 me->GetMotionMaster()->Clear();
147 me->GetMotionMaster()->MoveForwards(me->GetVictim(), 10.0f);
148 _canChase = false;
149 }
150
152 {
153 if (Unit* marktarget = ObjectAccessor::GetUnit(*me, _markTarget))
154 {
155 DoCast(marktarget, SPELL_HUNTERS_MARK);
156 }
157 }, 3s);
158 }
159 });
160
161 scheduler.Schedule(5s, [this, target](TaskContext)
162 {
163 if (target)
164 {
166 {
167 if (Unit* marktarget = ObjectAccessor::GetUnit(*me, _markTarget))
168 {
170 DoCast(marktarget, SPELL_AIMED_SHOT);
171 _canChase = true;
172 }
173 }, 3s);
174 }
175 });
176 }
177
178 context.Repeat(12s, 16s);
179 });
180 }
@ SPELL_SHOOT
Definition: boss_swamplord_muselek.cpp:25
@ SPELL_KNOCKAWAY
Definition: boss_swamplord_muselek.cpp:26
@ SPELL_MULTISHOT
Definition: boss_swamplord_muselek.cpp:28
@ SPELL_AIMED_SHOT
Definition: boss_swamplord_muselek.cpp:30
@ SPELL_THROW_FREEZING_TRAP
Definition: boss_swamplord_muselek.cpp:29
@ SAY_AGGRO
Definition: boss_swamplord_muselek.cpp:36
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:202
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:107
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition: TaskScheduler.h:280
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
Definition: TaskScheduler.h:415
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:485
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:627
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1793
void StopMoving()
Definition: Unit.cpp:16606
EventProcessor m_Events
Definition: Unit.h:1792
void Clear(bool reset=true)
Definition: MotionMaster.h:165
ObjectGuid _markTarget
Definition: boss_swamplord_muselek.cpp:183
bool CanShootVictim()
Definition: boss_swamplord_muselek.cpp:86

References _canChase, BossAI::_JustEngagedWith(), _markTarget, EventProcessor::AddEventAtOffset(), CanShootVictim(), MotionMaster::Clear(), TaskScheduler::DelayAll(), UnitAI::DoCast(), UnitAI::DoCastVictim(), Unit::GetMotionMaster(), ObjectAccessor::GetUnit(), Unit::GetVictim(), Unit::IsWithinMeleeRange(), Creature::LoadEquipment(), Unit::m_Events, ScriptedAI::me, MotionMaster::MoveChase(), TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), SPELL_AIMED_SHOT, SPELL_KNOCKAWAY, SPELL_MULTISHOT, SPELL_SHOOT, SPELL_THROW_FREEZING_TRAP, and Unit::StopMoving().

◆ KilledUnit()

void boss_swamplord_muselek::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

82 {
84 }
@ SAY_KILL
Definition: boss_swamplord_muselek.cpp:37

References SAY_KILL.

◆ Reset()

void boss_swamplord_muselek::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

58 {
59 _Reset();
60 _canChase = true;
61 }
void _Reset()
Definition: ScriptedCreature.cpp:598

References _canChase, and BossAI::_Reset().

Member Data Documentation

◆ _canChase

bool boss_swamplord_muselek::_canChase
private

◆ _markTarget

ObjectGuid boss_swamplord_muselek::_markTarget
private

Referenced by JustEngagedWith().